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Skyboxes/Textures/Getting The Map On A Server

Started by Whiteout, October 18, 2010, 12:06:34 AM

Whiteout

Okay, so I have a few problems.

1. I want to make a skybox. I'm using NetRadiant with Linux Ubuntu 10.04 LST. Problem is I have no sky textures or anything. How do I get new textures (preferably the skybox ones) into Radiant?

2. I have made my first map (an indoor one) and loaded it successfully to a server (Z in this case). But it doesn't have any textures. How do I put the textures into the .pk3 folder to get them to run in-game?
Also my levelshot doesn't seem to be appearing when I enter the game on my map.

CATAHA

Check wiki and get basics. Your errors are common. =)
screenshot - dont use jpegs with 'compression' (for textures too).
textures - just be sure you using correct path and not using textures from other maps. Best way. =}
skybox textures - google it. Skybox is just special shader, check shader manual. There is even special appendix about skyboxes.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Knowitall66

#2
2. Make sure the pk3 is structured correctly;


Level shot must be in 'levelshots' folder in pk3 and in the jpeg or tga format. It must also have the same name as the bsp.

Whiteout

Textures: I'm still not sure about the texture thing.
I mean, where do the textures come from and how do I get the files that go in there?

Skybox: I download this: http://www.ataricommunity.com/forums/showthread.php?t=506069
Now how can I add it to NetRadiant?

CATAHA

First install netradiant properly. If your setup correct - you should see at least texture sets from default maps in editor.
And ye, RTFM. Seriously. Most questions can be solved using manuals. Tons of them on this forum and in google.

Textures - just images with ^2 divisible size (64x64 or 32x128 for example).
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Whiteout

#5
I do have the normal textures.
I mean extra ones.
And all the guides I've found don't help me.
Can you help me get the textures into it?


EDIT: Okay, I've more or less figured out how to get normal textures into NetRadiant.
But I'm still having trouble with the Skyboxes not showing up.
It says the name, but when you click it theres nothing in it.

Ingar

How to use a new skybox in radiant

For Vega, I made a skybox with Terragen. I put the 6 textures in this directory:
tremulous/base/env/vega


ing1_sky_bk.jpg
ing1_sky_dn.jpg
ing1_sky_ft.jpg
ing1_sky_lf.jpg
ing1_sky_rt.jpg
ing1_sky_up.jpg

ing1_sky_small.jpg


If you payed attention, you should have noticed there are 7 textures in the list:
ing1_sky_small.jpg is a thumbnail version of the sky I will use as shader image in radiant.

Next, you need to make the shader:
I've added the following shader to the file
tremulous/base/scripts/vega.shader


// skybox Vega by Ingar
textures/vega/sky
{
      qer_editorimage env/vega/ing1_sky_small
      surfaceparm noimpact
      surfaceparm nolightmap
      surfaceparm sky
      // sunlight position red green blue intensity degrees elevation
      q3map_sun   .9 .9 .9 75 90 25
      // sunlight intensity
      q3map_surfacelight 150

      skyparms env/vega/ing1_sky - -
}


(I had already added vega to tremulous/base/scripts/shaderlist.txt)

In radiant, I now have a sky shader in the directory vega and I can use it to texture sky brushes.
(see attached image). The full name of the shader is textures/vega/sky.


qer_editorimage env/vega/ing1_sky_small

The qer_editorimage directive is used to tell radant what texture to use for this shader.
I used a thumbnail version of the sky, but you can use basicly anything. You can even use
a non-existing image. You will get image not found in radiant, but it should work in-game.


skyparms env/vega/ing1_sky - -

The skyparms directive is used to set the location of the actual skybox textures.


surfaceparm slick

If you want a non-walkable sky, add a surfaceparm slick.
It wasn't necessary for vega, because there are no outside areas where a dretch could walk the sky.

More wisdom

Shader Manual: http://q3map2.everyonelookbusy.net/shader_manual/
Terragen: http://www.planetside.co.uk/
Spirit's tutorial and skybox scripts: http://maps.sp1r1t.org/tutorials/q3a_create_skybox/

Whiteout

I must be some kind of special stupid...

This is what has happened after I read what you stated:

That last one is the texture you see previously in Radiant.
Also, I didn't have the scripts thing you said, I had to add that.
I'm so confused.  ???

CATAHA

in shaderslist.txt you placing only names of shader files. shaders must bi in separete shader files!
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Whiteout

Oh, oh, oh!
Okay, LOL.
I got it.
I found the correct shaderlist.txt thing.
Now, what about getting the skybox thing in?

Like in this video:
http://www.youtube.com/watch?v=p5RthO-l6eM

The guy in his ATCS has the "ATCS Skybox"
How do I get that? Or something like it.

CATAHA

Just apply correct shader to inner sides of 'sky' box.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Whiteout


CATAHA

Choose one from standart trem maps or write ur own shader.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

UniqPhoeniX

scripts/shaderlist.txt just lists the names of .shader files for radiant. Your shaders themselves should go to scripts/mapname.shader, then add mapname to shaderlist.txt. Make sure your shader starts with 'textures/mapname/shadername'.